Fallout 4

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SMB92

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SMB92

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About this mod

AKA MnMs(O) - This mod attempts to make the component output of pretty much all of the game's misc. scrap items found throughout the world, much "nicer". And by that I mean, more realistic, more plentiful, more consistent, sometimes a bit silly and satirical and just more fun.

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ABOUT: 

REQUIRES ALL DLC!

This mod attempts to make the component output of pretty much all of the game's misc. scrap items found throughout the world, much "nicer". And by that I mean, more realistic, more plentiful, more consistent, sometimes a bit silly and satirical and just more fun. I have not made this mod with "balance" in mind so to speak, although I have levelled out the cap values of things to attempt to fit the component output a bit better, with some adjustment for things considering the items usefulness or general intrinsic value. Pictures provided show some examples, but I will not list it all here. Check it out in-game or in xEdit!

I actually researched a bunch of items while making this, it was a lot more work than it looks. But a lot of it is kinda arbitrary as well, tis a game after all. On that note, I have not touched anything to do with workshop objects - that will outright make this "unbalanced", but hey we don't really care about that anyway, we could already build solid walls out of a few shopping baskets and a broom :D I did make some sort of effort to balance things - and I am mostly happy with it myself, but feel free to comment if you have suggestions though. Weights have been converted to KG instead of Lbs, if that's how it was supposed to be before. That's actually a bit of a cheat thing, makes them perceivably weigh less in game while not making my eye twitch too badly XD. But you probably don't care about that, I know most people enjoy weightless. 

The mod does not touch any Quest items, other than the ones that you are supposed to scrap (even if only under the right conditions) or non-scrap items other than re-adjusting some component records. Just the few I needed to. I will list them below. Further to that, I like to look at the weights of the individual components as a sort of "average" for that part. Sometimes we get more or less output from certain items, I have tried to make it make some sense, but it is what it is, take or leave it. Either way, I reckon this mod is "much nicer" than vanilla :D

All items of value/interest have been tagged as "Not Junk Jet" ammo. That includes anything with components of particular interest, as well as numerous unique and "new/prewar" items, but not all (i.e there's a shedload of vases in this game, many "new" ones too). If you have problems with any items not being tagged, let me know. Please note some items put out quite a number of different components, and this may cause some issue displaying them all (I think the most is 8). Just mentioning for good measure in case it happens or you have some UI mod that this clips with.

In regards to "sorting" mods, I recommend m8r's Complex Item sorter. Its auto patcher is the way of the future ;)This mod may also conflict with any mod adding more components to scrap, particularly new components. If you are in dire need of a patch, let me know.  

RANDOM NOTES ABOUT ITEM CHANGES:

(I wrote these as I was plodding along. Might give you some insight into the thought process lol) 

 - SHIPMENTS: Now have weight and cost just as much as individual components. Made no sense before. Not to me anyway.
 - Cutting Fluid: Gives 10 Oil, 1 Steel, UPDATED RECIPE  - for consistency - and this is the only recipe I touch in this mod.
 - Cigarettes: Made more valuable, and give a lot more stuff. But not cloth :D. One cig give you one acid. Pack, assuming 10, gives you 8 acid, 3 lead, 1 Asbestos, 1 plastic. Diminishing returns on the Acid to keep balance. Therefore a carton is 32 Acid, 15 Lead, 8 Plastic, 6 asbestos. Really, I'm just having a stab at smokers lol, but value is doubled at least. Also, assume 5 cigars in a box. 
 - Subway Token: Sick of seeing the things. Now weighs 0.01 but outputs 1x Lead. Cos why not. Might as well be useful
 - ALL PREVIOUSLY USELESS PAPER TRASH: Now outputs 1 or 2 cloth so it's actually useful if you accidentally pick the crap up. Some already did, like the burger tray. You know you were gonna pick those up anyway, lol, so now they lighter. 
 - Salt Shaker/Pepper Mill: Looks like it has a metal lid. Let's make it Aluminium. I've seen both Stainless and Alum. IRL.
 - BOS Holotags: Weighs only 0.05 but outputs 1 Steel. 
 - Renamed Steel/Alum objects to actual include the word the type as a prefix (i.e "Steel Fork"). Annoying that they weren't already.
 - All clocks give a lot more gears :D
 - Antique Table Knife: Now actually gives silver :rollseyes:
 - Scissors: Where is the plastic? Swapped for a screw.
 - Bowling Ball: Weight can vary with these IRL, and they heavy. Chose average weight of 6 units (kg in this mod). But to give 60 plastic would be incredible, so this was halved.
 - Aluminium Oil Can: Actually produces ALUMINIUM!!!
 - Cans (Steel/Alum): Weigh only .02 as per IRL but let's face it, we collect every one we find XD
 - Stingwing Barb: Gave nothing. Now gives acid and an antiseptic
 - Radioactive Gland: Added acid and reduced price significantly - from 30 to 5. 
 - Empty Can: Actually an empty "potted meat" can. Simply renamed to Aluminium can. 
 - Empty Coolant: ?. Renamed Empty Coolant BOTTLE. :amazedface:
 - Gold/Silver/Copper Bars: Assume 10 pound bars of the first 2, 5 pound bar of Copper. Value close to individual price, slight discount. 
 - Steel Ball (Contraptions): Did not include at all. Otherwise will get complaints. 
 - Gas Canisters/Cans: Assume they weren't all full. Tried to differentiate them fairly. 
 - Used Oil Can: Made it Aluminium as per it's "full" counterpart (renamed the normal Alum one to "Full Aluminium Oil Can")
 - Human Bones: Kinda hard to find exact weights on them all, so just made it up. All bone stuff worth only 1 cap though, nobody want to deal in it :D. Also exploitable if any dearer. Gives 0.5x component weight. 
 - Handcuffs: Added Lead, might make sense to make them heavier. Titanium would have been nicer if it existed in game. 
 - Paint Cans: Based these on Enamel paints loosely. DLC Red Paint include Copper, possibly for colour and make more value. All  - include a bit of Lead. Also, assuming they are gallon drums, weighed them 5kg. Low value/weight due to inefficiency extracting material. DLC 3 and 4 Red Paint cans now have same name.
 - Ware's Brew: There's a misc object version of this item, I think using wrong bottle mesh. Think it is meant to be empty, but it is unused by the game. Giving it 1x Glass in case mods add it in or something. 
 - Blood Sac/Empty: No idea why Fibreglass in these but I left it in the full and added to empty. Upped output of Full one. 
 - Hides: are heavier (big one by A LOT) and give way more leather, but same rules some others, bit less than half output for balance on the big ones. Hide Bundle gets a bit of a bonus for being a "prepared" product. Deathclaw Hide a bit more valuable than its weight. 
 - Typewriters: Give a shedload of springs (40 on post war assuming some lost/broke keys, 51 on new ones - that's how many keys they have) and a good number of screws (15/20). But now very expensive and heavier. There's a single unique Picture frame from that one basement... Renamed to "Ornate" Picture Frame so it can be distinguished.  - Supathaw: Added Copper and Glass. Dynagrip :3 (Helps to seal head-gasket leaks in a pinch).
 - All Vases: I'm aware there's empty and non-empty ones. I don't care. Every similar vase outputs the same, and weighs the same, but "new" vases cost/sell for a couple more caps. There's just far too many of them to care. 
 - Fusion Pulse Charge: Significantly buffed.
 - Extinguisher: Bulky item, no one wants it, low value but a lot more asbestos now (10). Same weight (6), but 10 steel as well to make up for that. - Mini Nuke parts: Balanced for the weight I play with that at - 5.5kgs a Nuke, and a caps value of 100. 
 - Anchorage Veterans Flag: Fixed to have Prewar model. 
 - Makeshift Battery: Really looks like it's in a steel case (with the rust and all), but lets pretend it's safe in a plastic one ;). +10 plastic.
 - Pipboy Misc Item: Buffed em up arbitrarily, and set price to 1000. :shrugs: - Weights/Barbells: Basically gonna be shipments of lead/steel, 1:1 output. With weights lists as kgs though, makes it more manageable to carry. 
 - Sensor module and the Turbopump: Use same model, but will output fairly differently. Shame on Bethesda for reusing stuff where it doesn't fit :\ 
- Giddyup Toy Parts - Is a quest item, but can be scrapped. Changed name to "Spare" parts and gave an assortment of parts.INFO ON



COMPONENT WEIGHTS/CHANGES:

As mentioned above I consider weights given to components an indication of an average value of usage. 
 - Acid: Wgt 0.1 > 0.05, Val 2 - Halved weight
 - Adhesive: Wgt 0.1 > 0.025, Val 5 > 4 - Quartered weight, decrease value 20%
 - Aluminium: Wgt 0.1, Val 3 - No change.
 - Antiseptic: Wgt 0.1 > 0.01, Val 3 > 5 - Nearly doubled price but dropped weight tenfold
 - Ballistic Fiber: Wgt 0.1, Val 5 - No change - Bone: Wgt 1.0 > 0.1, Val 1 - Reduced weight tenfold
 - Ceramic: Wgt 0.1, Val 1 - No change
 - Circuitry: Wgt 0.3 > 0.1, Val 5 - Dropped weight by 2/3
 - Cloth: Wgt 0.1, Val 1 - No change - Concrete: Wgt 3.0 > 1.0, Val 1 - Reduced weight by 2/3
 - Copper: Wgt 0.1 > 0.05, Val 4 - Halved weight - Cork: Wgt 0.1 > 0.05, Val 1 - Halved weight
 - Crystal: Wgt 0.2 > 0.1, Val 4 - Halved weight - Fertilizer: Wgt 0.1, Val 1 > 2 - Doubled value
 - Fiber Optics: Wgt 0.1, Val 6 - No change - Fiberglass: Wgt 0.1, Val 5 > 3 - Reduced value 40%
 - Gears: Wgt 0.2 > 0.1, Val 3 - Halved weight - Glass: Wgt 0.1, Val 2 > 1 - Halved value
 - Gold: Wgt 0.1, Val 9 > 25 - More than tripled value - Lead: Wgt 0.3 > 0.1, Val 1 - Reduced weight by 2/3
 - Leather: Wgt 0.1 > 0.25, Val 2 - 2.5x weight, decision was mostly due to hides now being bulk items. 
 - Nuclear Mat.: Wgt 0.1, Val 10 > 3 - Dropped value 70% - the whole world is irradiated? 
 - Oil: Wgt 0.1, Val 4 > 3 - 25% discount - Plastic: Wgt 0.1, Val 1 - No change
 - Rubber: Wgt 0.1, Val 2 - No change - Screw: Wgt 0.1 > 0.01, Val 2 - Tenfold reduction in weight
 - Silver: Wgt 0.1, Val 6 - 9 - 50% increase in value
 - Spring: Wgt 0.1, Val 3 - No change - Steel: Wgt 0.2, Val 1 - No change
 - Wood: Wgt 0.2 > 0.5, Val 1 - 2.5x weigh

tOut of all these, the last two are probably the most controversial to me. Steel is a particular pain, cause you can still build a wall out of a shopping basket, but I have increased wood a fair but seems that's probably the most used, but also made sense for some bulkier scrap items that we don't want giving huge amounts of wood. Anyway is what it is. 


A NOTE ABOUT THE BULKIEST ITEMS:

These are Hides (Leather), Lead Weights +(Barbells, Dumbells etc) and to a lesser extent Bones, Bowling Balls and Vases. 
 - Hides do not put out 1:1, this is a "gamey balance" decision as well as semi-realism. Hides are heavy as hell but here's a lot of waste when crafting. 
 - Weights/Bells are 1:1 and very heavy but price 1:1 with components as well. 
 - Bones, well they only sell for a cap or 2, but you get 1:1 or near on for the weight. Which technically makes them OP, but really, this means you actually have to collect bones and deal with the social consequences of that XD
 - Vases, 1:1, also for price, except "new" quality vases and the 2 unique ones cost/sell for a couple more caps
 - Bowling Balls are 0.5:1 output to weight. 

Might be some other bulk items I forgot about. Handy Fuel also give 30 Oil (assuming near full 3.7Kg bottle). - Bowling Balls are 0.5:1 output to weight. And that is pretty much it. Thanks if you read this far. 


Permissions on this mod are closed, and that will likely be the case on any future work I do for the foreseeable future, due to the rise of folks looking to monetise, NFTs (No Effing Thanks!) and what not etc etc. Mod packs/lists are fine. Translations are fine. 

Credits to all my friends that keep me motivated and share mods :)